skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Preserving theoretically-grounded functions across media platforms in interaction design
Designers often address the continuity of user experiences across various media platforms. Features are the focus of media development. But the media-dependency of features means that truly preserving the essence of one feature across media platforms, in a process of cross-media translation, can result in superficially dissimilar features. We describe function mapping as an aid in this translation, in which design features are derived from theoretical assertions, and in turn an understanding of underlying functions permits the translation of features to other media platforms. We demonstrate this in a case study of translation from a VR installation, to portable VR, and then to a website. We also compare similar environments on the same media platform (i.e., two websites), one which was developed through function mapping, and the other which was not. This crystallizes the impact of function mapping, which achieves a theoretical form of equivalency across media platforms.  more » « less
Award ID(s):
2055680
PAR ID:
10499788
Author(s) / Creator(s):
; ; ;
Editor(s):
Sainz Molestina, D.; Galluzzo, L.; Rizzo, F.; Spallazzo, D.
Publisher / Repository:
IASDR 2023: Life-changing design
Date Published:
ISBN:
9781912294596
Subject(s) / Keyword(s):
conjecture mapping multimedia design theory-based design virtual reality
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Stephanidis, Constantine; Antona, Margherita; Ntoa, Stavroula (Ed.)
    There are several barriers to research translation from academia to the broader HCI/UX community and specifically for the design of virtual reality applications. Because of the inaccessibility of evidence-based VR research to industry practitioners, freely-available blog-style media on platforms like Medium, where there is no moderation, is more available, leading to the spread of misinformation. The Design of Virtual Environments (DOVE) website, attempts to address this challenge by offering peer reviewed unbiased VR research, translating it for the layperson, and opening it up to contribution, synthesis and discussion through forums. This paper describes the initial user centered design process for the DOVE website through informal expert interviews, competitive analysis and heuristic review to redesign the site navigation, translation content, and incentivized forms for submission of research. When completed, the DOVE website will aid the translation of AR/VR research to practice. 
    more » « less
  2. Virtual reality (VR) platforms enable a wide range of applications, however, pose unique privacy risks. In particular, VR devices are equipped with a rich set of sensors that collect personal and sensitive information (e.g., body motion, eye gaze, hand joints, and facial expression). The data from these newly available sensors can be used to uniquely identify a user, even in the absence of explicit identifiers. In this paper, we seek to understand the extent to which a user can be identified based solely on VR sensor data, within and across real-world apps from diverse genres. We consider adversaries with capabilities that range from observing APIs available within a single app (app adversary) to observing all or selected sensor measurements across multiple apps on the VR device (device adversary). To that end, we introduce BehaVR, a framework for collecting and analyzing data from all sensor groups collected by multiple apps running on a VR device. We use BehaVR to collect data from real users that interact with 20 popular real-world apps. We use that data to build machine learning models for user identification within and across apps, with features extracted from available sensor data. We show that these models can identify users with an accuracy of up to 100%, and we reveal the most important features and sensor groups, depending on the functionality of the app and the adversary. To the best of our knowledge, BehaVR is the first to analyze user identification in VR comprehensively, i.e., considering all sensor measurements available on consumer VR devices, collected by multiple real-world, as opposed to custom-made, apps. 
    more » « less
  3. The diffusion of information about open-source projects is a key factor influencing the adoption of projects and the allocation of developer efforts. Developers learn about new projects, and evaluate their quality and importance by accessing the related information. Social media is an important channel for information diffusion about open-source projects, with previous research suggesting the existence of a social media ecosystem that consists of multiple platforms and collectively supports information diffusion in open source. With different features supporting information diffusion, the same piece of information likely reaches different developer communities on different platforms, which attracts the attention and contribution of different developers and thus influences the success of open-source projects. Despite its importance, few works looked at the identity of the developer community that projectrelated information reaches on social media platforms and its associated impact on the discussed project. In this work, we track social media discussions on open-source projects on three different platforms: Twitter, HackerNews, and Reddit. We first describe the dynamics of project-related information diffusion across platforms, and we analyze the association between the number of posts on each platform, and the number of developers attracted to the discussed project from different communities. We find that posts about open-source projects first appear on Twitter and HackerNews, then move more towards Reddit. The number of project-related posts on Twitter mostly associate with the attracted developers from communities that are close to the project’s main contributor, while posts on other platforms associate more with the attention from remote communities. 
    more » « less
  4. The debate on whether social media has a net positive or negative effect on youth is ongoing. Therefore, we conducted a thematic analysis on 2,061 posts made by 1,038 adolescents aged 15-17 on an online peer-support platform to investigate the ways in which these teens discussed popular social media platforms in their posts and to identify differences in their experiences across platforms. Our findings revealed four main emergent themes for the ways in which social media was discussed: 1) Sharing negative experiences or outcomes of social media use (58%, n = 1,095), 2) Attempts to connect with others (45%, n = 922), 3) Highlighting the positive side of social media use (20%, n = 409), and 4) Seeking information (20%, n = 491). Overall, while sharing about negative experiences was more prominent, teens also discussed balanced perspectives of connection-seeking, positive experiences, and information support on social media that should not be discounted. Moreover, we found statistical significance for how these experiences differed across social media platforms. For instance, teens were most likely to seek romantic relationships on Snapchat and self-promote on YouTube. Meanwhile, Instagram was mentioned most frequently for body shaming, and Facebook was the most commonly discussed platform for privacy violations (mostly from parents). The key takeaway from our study is that the benefits and drawbacks of teens' social media usage can co-exist and net effects (positive or negative) can vary across different teens across various contexts. As such, we advocate for mitigating the negative experiences and outcomes of social media use as voiced by teens, to improve, rather than limit or restrict, their overall social media experience. We do this by taking an affordance perspective that aims to promote the digital well-being and online safety of youth by design. 
    more » « less
  5. Social media applications have benefited users in several ways, including ease of communication and quick access to information. However, they have also introduced several privacy and safety risks. These risks are particularly concerning in the context of interpersonal attacks, which are carried out by abusive friends, family members, intimate partners, co-workers, or even strangers. Evidence shows interpersonal attackers regularly exploit social media platforms to harass and spy on their targets. To help protect targets from such attacks, social media platforms have introduced several privacy and safety features. However, it is unclear how effective they are against interpersonal threats. In this work, we analyzed ten popular social media applications, identifying 100 unique privacy and safety features that provide controls across eight categories: discoverability, visibility, saving and sharing, interaction, self-censorship, content moderation, transparency, and reporting. We simulated 59 different attack actions by a persistent attacker — aimed at account discovery, information gathering, non-consensual sharing, and harassment — and found many were successful. Based on our findings, we proposed improvements to mitigate these risks. 
    more » « less